3D mouse support.
3D-Brush supports 3D SpaceNavigator of 3DCONNEXION. Navigation became more handy and intuitive. Click on one of the 3D mouse button switch it into the parameter's change mode. Now you do not need to use keyboard in order to change radius or depth of the pen. As the 3D mouse has 6 degrees of freedom it is possible to change 6 parameters simultaneously – radius,depth, transperancy, focal shift, specular and pen's turn.

Easy to use.
3D-Brush has easy and intuitive interface. Every control has a diplayed detailed hint, so you can master 3D-Brush very quickly. With it you can paint a 3D-Model as easy as in a 2D-editor.

Copy/Paste.
You can transform parts of the texture, copy/paste, draw with curves, or splines.

Paint tracks and stitches.
It has a simple to use method to paint tracks and stitches.

Connection with Adobe Photoshop.
It can work in a deep connection with Adobe Photoshop (R) or any 2D-editor that can edit PSD files.

Adaptive subdivision.
The main difference between 3D-Brush and other sculpting software is its adaptive subdivision algorithm. Usually sculpting programs divide every edge in 2 parts, so it is very difficult
to work with long polygons. 3D-Brush however subdivides every edge in the source mesh depending on its length.
So long polygons may be subdivided in a proportion of for example 9:147. You can change mesh resolution multiple
times (like other software usually does), but also ina percentage, for example 50%. You paint in 3D-Brush on the
vertices, but the adaptive subdivision makes the subdivided mesh very uniform. It is preferable that the mesh has
no overlapping UVs, but 3d brush can generate its own UVs if neccesary.

The usual workflow in 3D-Brush is:

- You load a mesh of 1-100 k polygons with rough details modelled. You can additionally import a displacement texture with smaller details drawn in.

- 3D-Brush subdivides it up to a selected level (0.3-16 millions of polygons). Every polygon is subdivided separately denpending on its proportions.
At any time you can change the mesh resolution (see Commands->Change mesh resolution). Subdivision can be based not
only on multiple times as in other sculpting software but also on a percentage. It is better to increase (not decrease)
the resolution during the edit process, as this is more predictable.

- Paint displacement/color/transparency/specular per new vertex.

- Export normal map/displacement/color/transparency/specular textures. Displacement
is exported using the difference of a vertex's position and its position on Layer 0.

The technology of 3D-Brush.

3D-Brush generates a normal map "on the fly" to display fine details. It displays a base mesh of 40-100 K polygons but the normalmap makes it look like 1-16 million polygons. You can edit textures up to 4096x4096.